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Topic: [MOD] Tanks and Cars Plus (Update 8) (Read 4675 times)

The one thing that miffed me in X-Piratez are tanks. Well, they're fine, and perfectly serviceable, but... they pale a little compared to the gals, who can have more firepower and be more armored, thanks to advanced power armors. This mod seeks to change that, adding 20 tanks for late-to-end game (post-school graduation, with advanced designs locked to higher studies). They're expensive to make and maintain, but in exchange, more armored than regular tanks and have better weaponry, from just bigger guns to specialized weapons (for example, at least 4 of them have non-lethal weapons in some capacity) to deliciously destructive weapons rivaling few in power.

3 tanks can go underwater, and one - IN SPACE!

The mod also includes 6 cars, they are available way earlier, aren't that well armored, but can take a few shots for you, as well as fire some store-bought weapons, from machinegun to 25mm cannon. They're also pretty badly looking, but don't let that distract you.

All of the vehicles have associated research, manufacture and bootypedia entries. There are also bootypedia entries for their armor, but tanks' resistances are not changed from resistances of vanilla tank, with the exception of heavy tanks, who are more resistant to some types of damage and less resistant to EMP and warp.

-Update 3-- Converted tanks to armor form. Now they're wearable by lokk'naars and slaves.- - Automated tanks are still available to a degree (can't manufacture, but can use what you have), and their ammo is still manufacturable, but their associated research has been made unavailable. Once cars get converted, automated vehicles will be removed.- - You can remove them prematurely by removing ruleset.rul from mod's Ruleset folder.- Each tank now has a paperdoll, based on NeoWorm's HWP paperdolls.- Small adjustments of tanks' armors and weapons.

-Update 4-- Converterd cars to armor form. They're "wearable" by lokk'naars, slaves, gals and syns. Gals' versions have more armor (because gals themselves have more armor), and syns' versions have more armor and improved resistances based on syns' own resists.- Automated tanks\cars are no longer available.- Added new car: AC/LASER with in-built laser cannon.- Added 3 sectopod "armors". They're wearable by lokk'naars and provide extreme protection + other bonuses at the cost of some mobility and a lot of firepower. They're also, of course, late-game vehicles.

-Update 4.1-- Minor bugfixes, including a fix for a crash.

-Update 5-- Added 15 cyberdiscs. 8 "basic" (4 of them are converted vanilla discs, with slight adjustments(more speed, but much less hp)), 7 "advanced" (with shields, blue paint, etc.). Some of them can go to space, too. They're meant for lokk'naars only, of course.- Made adjustements to selling costs of the vehicles. Before, the prices were pretty much placeholders, but now they're based on total cost of components + cost of manufacturing.- New, neater ordering, and other minor adjustments and fixes.

-Update 6-- Ramming! You can drive your tanks into your enemies now with a new set of special attacks. They're not fast, pretty inaccurate, but hit really hard.- Minor adjustments to weapons.- 6 new tanks: converted basic tanks (autocannon, battlecannon, flak, gatlaser and howitzer), minigun tank and additional ammo types for them.

-:after_load_checks: Produced items not defined for production: tankGoodness/STR_VULCAN_ADV_CYBERDISC_GUN_AMMO_M2: {'STR_VULCAN_ADV_CYBERDISC_GUN_AMMO_M2'}-:after_load_checks: Produced items not defined for production: tankGoodness/STR_MINIGUN_TANK_AMMO_M2: {'STR_MINIGUN_TANK_AMMO_M2'}-:after_load_checks: Produced items not defined for production: tankGoodness/STR_MINIGUN_TANK_AMMO_PS_M2: {'STR_MINIGUN_TANK_AMMO_PS_M2'}-:after_load_checks: Item categories not defined for : tankGoodness/AUX_CAR_RAM: {'STR_BAT_CAT_DAZE'}

This basically means OXCE+ 4.0 won't even start with this mod enabled.I guess it's some leftovers that can be safely deleted from the manufacturing section.

I guess it's some leftovers that can be safely deleted from the manufacturing section.

Thanks for pointing that out; such things are easy to overlook.Those aren't really leftovers, just alternate recipes (take 4 boxes of minigun ammo and tape them together to get one pack for a tank, for example). But, since I forgot to write producedItems: in there, they ended up being faulty.I've updated the mod to hopefully fix that (and change that category to real one).